Some form of scripting, especially for the victory location expiration/activation would be welcome. Currently the victory locations serve not only to 'reward' the player, but also to drive the overall direction of the action...
eg a river defence - if the defender is doing well at holding the crossing points, defeating any bridgeheads and is still 'safe' after 3 days, it makes no sense to abandon this position to take up 'blocking' positions on the roads further back. On the other hand, a successful bridgehead in the first hours may make the river untenable on the first day, with attempts to hold it, rather than withdrawing to blocking positions immediately risking isolation and destruction of much of the forces committed.
The scenario designer cannot predict with any degree of accuracy how long it will take to achieve any single objective - so much depends on local successes at a critical moment that 'a guess' is all that is feasible, and even carefully planned operations will change if the player chooses a significant alteration to the designers' normal style.
Also important are the above mentioned 'optional' reinforcements, and even the possibility to return 'exited' formations using their final strength (augmented or diminished by some designer specified amount possible). - Currently it is possible to exit the 2/2 infantry, and then re-enter a 'similar' formation also named 2/2 infantry, but they have no relationship, and the losses suffered are not (obviously
) carried across.
The final piece that would make the engine capable of much more would be the inclusion of personnel replacements, and recovery/replacement of damaged/destroyed vehicles and guns - particularly for 10-20 day scenarios. IMO, the most important 'rebuild' would be the re-creation of a scratch HQ and Supply formation if the originals are lost, but the bulk of the combat troops are still active.